with four stepped branches beaten into the appearance of curling stems. Open silver flowers are set to hold candles (5 gp value). 38: Bangles (2-20 4-inch-diameter gold hoops with rounded edges) suitable to be worn on the wrists and biceps (5 gp value each). 39: A golden ball, dimpled from use but still brightly polished. The ball is a 3- inch-diameter sphere of solid gold (100 gp value). 40: A statuette of carved ivory, of an armored warrior leaning on a great broadsword (40 gp value). 41: A garter consisting of nine gold coins linked with gold wire, from which hangs an electrum mesh fringe extending down in six triangles. Each triangle ends in a claw-held, smoothly polished jacinth (5,000-gp value each). The whole garter is backed with a (rotting) black leather band (30,000 gp value total). 42: A salt cellar made of ornately carved gold with a cork stopper in the bottom. The cellar is shaped like a slumbering gold dragon curled around a pile of gold (60 gp value). 43: A sword-hilt made of intricately carved gold with an enamelled painting of a hawk in flight in the center of the grip. The swords pommel is fashioned into a hawks head. The hilt is ornamental in nature, for it is too soft (solid gold, not plating on a stronger metal) for battle use (30 gp value). 44: A flagon carved of clear rock crystal, polished glass-smooth. It is a tulipshaped vessel with heavy, bulbous base, and is safe to drink from. The flagon holds 1 pint (120 gp value). 45: A 12-inch beer stein, made of pewter set into a gold-plated iron frame with gold handle and pierced gold decorative side panels depicting huntsmen in the chase, winding horns, and with their dogs harrying a stag. The stein is safe to drink from and holds 2 quarts. It weighs 13 lbs. (85 gp value). 46: A book with steel-edged, beaten gold covers, embossed and painted in fine, intricate repeating pattern borders, having as a central scene a warrior with a longsword battling a dragon, which he is grasping by the throat. The book, written in Thorass, is a Roll of Heroes; a list of now-forgotten names, their birth and death dates, titles and ranks, and their deeds (worth 300 gp for materials alone, a sage will pay 900 gp). 47: A gorget, crescent-shaped and sans strap. The neck-piece is made of steel plated with mirror-smooth silver, lightly tarnished, and bears a fine linecut design of a star (3 gp). 48: A set of hairpins, gilded and with bloodstones (each worth 50 gp) as heads. There are 2-8 of these here (51 gp each). 49: A drinking jack of polished blackand-white horn with silver cap and base (25 gp value). 50: A ring of 12 keys (to chests, doors, etc.). The ring is gold-plated, and there are three gold-plated keys (each worth 3 gp), six tarnished, ornate silver-plated keys (each worth 1 gp), and three electrum-plated keys (each worth 2 gp). The ring separately is worth 6 gp (27 gp value total). 51: A golden flute, of delicate workmanship and mirror-smooth finish (200 gp value). 52: A golden urn, chased and cut with relief designs of flowers, painted with scarlet blossoms. The urn is in excellent condition, 6 feet tall, and designed to hold a single flower stem (e.g. a rose). It weighs 10 lbs. (25 gp value total). 53: A 5-inch-diameter sphere of solid gold cut with a relief design of four sylphs amid clouds, holding up a mirror (a polished area on the sphere). The eyes of the sylphs are tiny cabochon-cut rubies (1,100-gp value each) (The entire piece is worth 8,680 gp total). 54: A crown of yellow gold with six slim spires, with a large (90-gp value) zircon set at the base of five of the spires, and a gigantic (2 inches high, 1,000-gp value) amethyst set at the base of the tallest (front) spire (1,700 gp value total). 55: A half-mask of black velvet backed by leather, its lower edge trimmed with tiny teardrop citrines. There are 16 small (50 gp value) citrines and six 6 slightly larger (70 gp value) gems (1,200 gp value total). 56: An anklet made of 12 tiny plates of gold linked with gilded wire and fastened by a hook and eye. From each wire loop save the fastening depends a wiremounted gem, 11 in all, as follows: 4 white pearls (each 100-gp value); 6 violet garnets (each 500-gp value); 1 deep blue spinel (of 500-gp value) (for a total value 3,950 gp). 57: A gaming piece in the shape of a halfling, carved of ivory with two amber beads (value 20 gp each) as eyes/ adornment (50 gp). 58: A ring of carved and beaten gold in curlicue designs, showing a mock beast 144 claw holding a large spherical aquamarine (of 1,000-gp value) (value 1,025 gp total). 59: A gaudy, ornamental fishhook made of beaten gold and studded with gems, 6 inches in overall length. Nonreligious in nature, it is used by a secret society of anglers. The gems as follows: 6 moonstones (each 50-gp value); 8 amethysts (each of 100-gp value); 2 red garnets (each of 100-gp value); 2 pink pearls (each of 300-gp value); 2 green tourmalines (each of 100-gp value); 6 tiger eyes (each of 10-gp value) (2,500 gp value total). 60: A door handle of steel plated with gold, fashioned into the form of a curling snake (12 gp value). 61: A bodkin made of tempered steel with a wire twist (and threading loop) mounting holding a tiny, crown-faceted carnelian (of 25-gp total value). 62: A glove for the right hand of a large human with embroidery along the back. The stitchery is a curling tendril design utilizing beads and a few gemstones as flower buds, as follows: 8 white pearls (each of 100 gp value); 1 peridot (of 500 gp value); 9 rock crystal tears (teardrop-cut, glassy polished, each worth 60 gp); 1 opal (1,000 gp value). The glove is made of leather and in good condition (2,850 gp total). 63: A copper chamber pot, chased and embossed in relief design of rampant, stylized dragon, with two gems (1,000-gp emeralds) as eyes (2,010 gp value total). 64: Cloth-of-gold vestments, man-sized with a loose cape and ankle-length undertunic, bell sleeves, and intricate embroidery, marked by symbols of Waukeen. The vestments are somewhat frayed and age-stained (150 gp value). 65: A ring of ornately and skillfully worked electrum, set with two obsidian chips (each of 5 gp value) forming the eyes of a laughing imp (15 gp value). 66: A false hand, solid and unjointed, made of silver, with crescents of ivory as nails (3 ivory nails are of 1 gp value, 1 of 2 gp value, and 1 of 10 sp value) (30 gp value). 67: A herbal pouch with a faint, musty, unidentifiable odor. The pouch is made of shabby leather with an ivory toggle catch, and large (200-gp value) amethyst ornament surrounded by rings of beading. The beading is now worn and missing in spots, and only the amethyst has any value. 68: A peg-leg made of gilded wood and set with three large, cut ovals of amber (200 gp value for each oval).
69: 1-6 silver arrowheads (5 sp each). 70: A large, ornamental bodice pin (4- inch-diameter sphere) of polished brass worked into the shape of a sleeping unicorn. A chalcedony is inset (70 gp value) to depict its horn (market value 75 gp). 71: A wall hanging 20 feet high x 15 feet wide worked in dyed wool. The tapestry consists of coarse threads on a background of scraped and sewn-together animal hides. The hanging is mildewed, moth-eaten, dirty and water-stained, but still impressive: a gold-colored entwiningsnakes border encloses a scene of a crowned, bearded, noble king spearing a boar from horseback, surrounded by his courtiers. Nine black doves fly in a circle in the sky overhead, and from the boars mouth are falling sparkling gems. The origin and meaning(s) of the work are unknown (20 gp value on the open market, worth 700 gp to a sage). 72: A shield of beaten gold bolted to wooden underlay, finely worked and enamelled in a scene of an armored warrior riding rampant on horseback, brandishing a curved blade, while enemies flee toward the bottom of the shield. Many castles and maidens are depicted within the border surrounding this scene, presumably possessions won by the warrior. This shield is undamaged and obviously not for battle use (it is both too heavy and too fragile). It is magnificent in appearance and quite large (4 feet tall). Its origin, and the identity of the warrior depicted, are now lost (500 gp value). 73: Three identical throwing knives, silver-plated (on a steel base) and finely balanced, with plates of polished sardonyx (each plate worth 150 gp) set on both sides of the tang to form a grip. Of magnificent appearance, but also practical weapons rather than merely ornamenThe personal heraldic device of the High Imperceptor of Bane tal (320 gp value each). 74: A beast goad (ankus) consisting of a gold-plated iron rod hooked at the end. The other end is capped with a large (6 inch) square-faceted ruby (9,300 gp value). 75: A mirror made of reflective, polished electrum, set in a silver frame. The back panel of the mirror is chased in a design of a smiling, elfin female face. The mirror is designed without a handle (40 gp value). 76: A tray made from a giant scallop shell, gilded and affixed to a golden mock claw base in which are set four nails of black obsidian. The obsidian nails are worth 10 gp each, with an 80 gp total value for the tray. 77: Perfume in a cut crystal bottle 6 inches tall, with a 2-inch-long stopper. The bottle flares from the base to a wide facet along the side, and from there tapers to a thin neck. The contents are an unknown, musky, but pleasant perfume (liquid scent, green and viscous). The bottle is sealed with wax (12 gp value). 78: A harp with ivory-inlaid bridge and inset with two zircons (each worth 50 gp) as the eyes of a carved head at the peak of the instrument. The harp has 40 strings, intact and playable, with a beautiful sound. The name Aurelin is carved in Common down the spine of the instrument. The harp is constructed of wood of an unknown type, and is nonmagical (500 gp on the open market, or up to 6,000 gp to a bard). 79: A 2-foot rod of bronze inlaid with silver circles and 16 violet garnets (worth 500 gp each), topped with a huge, deep blue spinel (worth 900 gp). The other end of the sceptre is a gold knob (8120 gp value total). 80: A slim band of steel plated with electrum, and set with 2 cabochon-cut star sapphires (worth 1,000 gp ea), 2 cabochon-cut opals (worth 1,000 gp ea), and a huge, central black opal (worth 2,000 gp) (6,020 gp value total). 81: A gold ewer. The flare-mouthed pitcher has 2 handles, one to a side, and its outside is worked in an abstract, horizontal-curved design (45 gp value). 82: A platter of chased and pierced gold. The platter is delicate and easily damaged, but in good condition. It is a large oval, 2 long x 1 wide at widest point (300 gp value). 83: A crown made of a thick, soft band of beaten gold, set with 4 large (2 diameter, half-relief cabochon-cut) aquama145 rines (each gem is worth 800 gp. The entire crown is worth 3,500 gp). 84: A tapestry of wool and animal hair with a few strands of spun gold. It is large (6 feet wide x 12 feet long) and depicts three maidens in skirts standing in a moonlit garden beneath seven stars. The origin and meaning of the scene is now forgotten, and the tapestry is in mediocre condition (400 gp value, 800 gp to a sage). 85: A single bracelet made of heavy gold and set with six blue-white diamonds (5,000 gp value each), the bracelets edges cut in curlicues (30,100 gp value total). 86: 1-4 tiles of baked and glazed clay, painted with scenes of swimming fish. White pearls (100 gp value) are inset as eyes (one fish per tile). 87: A human-sized chain mail shirt made of a shining, meteoric metal, triplelinked and oiled, and in top condition. The shirt is nonmagical, but provides AC 3 to the wearer (400 gp value). 88: Plate barding for a horse, with rump skirt plates, chased in floral design. The barding is ancient and constructed of fine blue steel, better made than that available from any present-day human smith (700 gp value). 89: A sarcophagus/casket of bronze sheathed with electrum, worked in an effigy-shape of sleeping form. The face of the effigy is fashioned of gold inlay. Its eye sockets once held gems, but these are missing. The casket contains human bones, but no treasure (900 gp total). 90: A thin, gilded wooden stick, straight and smoothly cylindrical, capped with a gold open-petaled flower at one end and a crescent moon of gold at the other. This wand is nonmagical (18 gp value). 91: A ring of red gold, beaten into a long knuckle-coil to resemble a miniature snake coiling about the wearers finger. Two tiny rubies (each 90 gp value) are set into its head as eyes (190 gp value). 92: A long sword of steel plated with silver. Simple cross-hilted blade with a cabochon-cut piece of jet (500 gp value) set into the center of the tang where the quillons meet it. The long sword is nonmagical (530 gp value total). 93: A toy warrior made of bronze with a wire sword (broken off and missing). The eyes of the warrior are tiny, faceted turquoises (5 gp value each). The shield of the warrior has a silver inlay. Very finely worked, with detailed features and armor (20 gp value total). 94: A gold chain necklace attached by
gold wire to six plates of electrum, shaped in matching pairs to cover the upper chest/collarbone area of a man-sized humanoid. Each pectoral plate is set with a large, faceted sapphire (1,600-gp value each, all perfectly matched in size and cut), and from these plates depend four pyramid-cut matched chrysoprase stones (emerald green, worth 80 gp each). The pectoral would only provide AC 6 protection, and seems to be ornamental in nature (10,000 gp value total). 95: A brass mug, cut and chased in a broad ring of crashing waves, the engravings picked out in red enamel. The mug was intended to be purely ornamental; if wine is drunk from this, the alcohol will react with the finish to produce a dangerous poison (ingested type H). The handle of the mug has light-green jade inlays, carved in the shape of a djinn (400 gp value). 96: 1-8 rolled bales of silk bound with leather thongs and canvas outer wraps. The outer layers of silk are rotten and black, the inner areas still good. Colored with faint pastel shades, the usable area of each bale is approximately 4 feet x 21 feet long (2 gp value each). 97: A sickle consisting of a silver-plated steel blade and a gold-plated handle. The handle is worked into the configuration of a many-leaved branch (25 gp value). 98: A mantle with black silk lining, black velvet outer face, and adorned with beaded stars and geometric shapes. Moonstones are set into the center of each star: 36 moonstones worth 50 gp each. The mantle was created for a tall human and needs a pin to be worn correctly (1,800 gp value total). 99: A bundle of silver wolf furs. These are cleaned and cured pelts, sewn together into wide-sleeved, open-fronted overcloaks for winter and northern wear (1-10 furs worth 50 gp each). 00: A miscellaneous magical item of the DMs choice, either from the Dungeon Masters Guide or some other source. 146
Table 84: TREASURE TYPES LAIR TREASURES Treasure Type Copper A 1,000-3,000 25% B 1,000-6,000 50% C 1,000-10,000 20% D 1,000-6,000 10% E 1,000-6,000 5 % F G H 3,000-18,000 25% I Silver 200-2,000 30% 1,000-3,000 25% 1,000-6,000 30% 1,000-10,000 15% 1,000-10,000 25% 3,000-18,000 10% 2,000-20,000 40% Gold 1,000-6,000 40% 200-2,000 25% 1,000-3,000 50% 1,000-4,000 25% 1,000-6,000 40% 2,000-20,000 50% 2,000-20,000 55% Platinum or Electrum* 300-1,800 35% 100-1,000 25% 100-600 10% 100-600 15% 300-1,800 25% 1,000-4,000 15% 1,000-10,000 50% 1,000-8,000 40% 100-600 30% Other Coinage 100-600 30% 100-400 20% 100-400 10% 100-300 15% 100-600 20% 100-600 15% 1,000-4,000 25% 100-600 25% Gems 10-40 60% 1-8 30% 1-6 25% 1-10 30% 1-12 15% 2-20 20% 3-18 30% 3-30 50% 2-12 55% Art Objects 2-12 50% 1-4 20% 1-3 20% 1-6 25% 1-6 10% 1-8 10% 1-6 25% 2-20 50% 2-8 50% Magical Item Any 3 30% Armor Weapon 10% Any 2 10% Any 2 + 1 potion 15% Any 3 + 1 scroll 25% Any 5 except weapons 30% Any 5 35% Any 6 15% Any 1 15% INDIVIDUAL AND SMALL LAIR TREASURES J 3-24 K 3-18 L 2-12 M 2-8 N 1-6 1-6 O 10-40 10-30 P Q 10-60 1-20 2-12 1-4 R 2-20 10-60 2-20 2-8 1-3 S 1-8 potions T 1-4 scrolls U 2-16 1-6 Any 1 90% 80% 70% V Any 2 W 5-30 1-8 2-16 1-8 Any 2 60% 50% 60% X Any 2 potions Y 200-1,200 Z 100-300 100-400 100-600 100-400 100-300 1-6 2-12 Any 3 55% 50% 50% * DMs choice To use Table 84, first find the letter given under the monster listing. On that row each column then lists the percentage chance of a particular type of treasure appearing and the size range for that particular type. Treasures with no percentage listed are automatically present. Either choose to have that particular treasure present (and the amount) or roll randomly to determine the result. The first part of the table (letters A-I) lists treasures that are found in lairs only. These are sizeable treasures accumulated by social creatures (humans, orcs, hobgoblins, etc.) or by those creatures notorious for the size of their treasure hoards (especially dragons). The second part of the table lists treasures likely to be owned by intelligent individuals or to be found in the lairs of animal intelligence or less monsters. These treasures are small. Intelligent creatures seldom carry large amounts of cash, while unintelligent ones seldom make the effort to collect it. When an individual or lair treasure warrants being larger than normal, several smaller entries can be listed to create an overall larger hoard. 147
All Schools Cantrip (1st) Abjuration (AB) Alarm (1st) *Ev* Protection From Evil (1st) Protection From Cantrips (2nd) Dispel Magic (3rd) Dispel Silence (3rd) *AL* Hold Vapor (3rd) Non-Detection (3rd) Proof from Teleportation (3rd) Protection From Evil, 10 radius (3rd) Protection from Normal Missiles (3rd) Ward Against Undead (3rd) Fire Trap (4th) *EV* Ilyykurs Mantle (4th) Minor Globe of Invulnerability (4th) Remove Curse (4th) Avoidance (5th) *AL* Dismissal (5th) Ironguard (5th) *AL* Anti-Magic Shell (6th) Globe of Invulnerability (6th) Repulsion (6th) Turnshadow (6th) Banishment (7th) Khelbens Warding Whip (7th) Sequester (7th) *IL* Spell Turning (7th) Spelltrap (7th) *AL* Mind Blank (8th) Sertens Spell Immunity (8th) Spell Engine (8th) *AL* Elminsters Effulgent Epuration (9th) Imprisonment (9th) Prismatic Sphere (9th) *CS* Spell Invulnerability (9th) Alteration (AL) Affect Normal Fires (1st) Burning Hands (1st) Catapult (1st) Color Spray (1st) Comprehend Languages (1st) Corpselight (1st) *N* Dancing-Lights (1st) Enlarge (1st) Erase (1st) Feather Fall (1st) Gaze Reflection (1st) Hold Portal (1st) Jump (1st) Light (1st) Mending (1st) Message (1st) Shocking Grasp (1st) Spider Climb (1st) Wizard Mark (1st) Alter Self (2nd) Bladethirst (2nd) Cloak from Undead (2nd) Continual Light (2nd) Darkness, 15 radius (2nd) Deeppockets (2nd) Fog Cloud (2nd) Fools Gold (2nd) *IL* Ghost Pipes (2nd) Irritation (2nd) Knock (2nd) Levitate (2nd) Magic Mouth (2nd) Pyrotechnics (2nd) Rope Trick (2nd) Shatter (2nd) Strength (2nd) Whispering Wind (2nd) *IL* Wizard Lock (2nd) Vocalize (2nd) Blacklight (3rd) Blink (3rd) Delude (3rd) Dispel Silence (3rd) *AL* Explosive Runes (3rd) Fly (3rd) Gust of Wind (3rd) Haste (3rd) Icelance (3rd) Infravision (3rd) Item (3rd) Leomunds Tiny Hut (3rd) Melfs Minute Meteors (3rd) *EV* Nchasers Glowing Globe (3rd) Secret Page (3rd) Slow (3rd) Tongues (3rd) Water Breathing (3rd) Wind Wall (3rd) Wraithform (3rd) *IL* Dimension Door (4th) Extension I (4th) Fire Gate (4th) Fire Shield (4th) l EV* Leomunds Secure Shelter (4th) *EN* Missile Mastery (4th) Massmorph (4th) Otilukes Resilient Sphere (4th) *EV* Phase Trap (4th) Plant Growth (4th) Polymorph Other (4th) Polymorph Self (4th) Rainbow Pattern (4th) *IL* Rarys Mnemonic Enhancer (4th) Solid Fog (4th) Stoneskin (4th) Vacancy (4th) *IL* Wizard Eye (4th) Airy Water (5th) Animal Growth (5th) Avoidance (5th) *AB* Bowgentles Fleeting Journey (5th) Distance Distortion (5th) *CS* Extension II (5th) Fabricate (5th) *EN* Ironguard (5th) *AB* Leomunds Secret Chest (5th) Passwall (5th) Secure (5th) Shroud of Flame (5th) Stone Shape (5th) Telekinesis (5th) Teleport (5th) Transmute Rock to Mud (5th) Control Weather (6th) Death Fog (6th) *EV* Disintegrate (6th) Extension III (6th) Glassee (6th) Guards and Wards (6th) *EV,EN* Lower Water (6th) Mirage Arcana (6th) *IL* Mordenkainens Lucubration (6th) Move Earth (6th) Otilukes Freezing Sphere (6th) *EV* Part Water (6th) Power Word: Silence (6th) Project Image (6th) *IL* Reconstruction (6th) Stone to Flesh (6th) Teleport Dead (6th) *N* Tensers Transformation (6th) *EV* Transmute Water to Dust (6th) Duo-Dimension (7th) Gemjump (7th) Mordenkainens Magnificent Mansion (7th) *CS* Phase Door (7th) Reverse Gravity (7th) Ruby Ray of Reversal (7th) Spelltrap (7th) *AB* Statue (7th) 148 Teleport Without Error (7th) The Simbuls Synostodweomer (7th) *N* Vanish (7th) Gateway (8th) Glassteel (8th) Incendiary Cloud (8th) *EV* Otilukes Telekinetic Sphere (8th) *EV* Permanency (8th) Polymorph Any Object (8th) Sink (8th) *EN* Spell Engine (8th) *AB* Crystalbrittle (9th) Mordenkainens Disjunction (9th) *EN* Shape Change (9th) Succor (9th) *EN* Temporal Stasis (9th) Time Stop (9th) Spellstrike (9th) Worldwalk (9th) Conjuration/Summoning (CS) Armor (1st) Find Familiar (1st) Grease (1st) Mount (1st) Unseen Servant (1st) Glitterdust (2nd) Melfs Acid Arrow (2nd) Quimbys Enchanting Gourmet (2nd) Summon Swarm (2nd) Flame Arrow (3rd) Ghost Armor (3rd) Monster Summoning I (3rd) Phantom Steed (3rd) *IL* Sepia Snake Sigil (3rd) Caligardes Claw (3rd) Evards Black Tentacles (4th) Monster Summoning II (4th) Conjure Elemental (5th) Leomunds Secret Chest (5th) *AL* Monster Summoning III (5th) Mordenkainens Faithful Hound (5th) Summon Shadow (5th) *N* Conjure Animals (6th) Ensnarement (6th) Invisible Stalker (6th) Monster Summoning IV (6th) Drawmijs Instant Summons (7th) Limited Wish (7th) *EV* Monster Summoning V (7th) *AL* Mordenkainens Magnificent Mansion (7th) Power Word, Stun (7th) Prismatic Spray (7th) Maze (8th) Monster Summoning VI (8th) Power Word, Blind (8th) Prismatic Wall (8th) Symbol (8th) Trap the Soul (8th) Gate (9th) Monster Summoning VII (9th) Power Word, Kill (9th) Prismatic Sphere (9th) *AB* Wish (9th) Enchantment/Charm (EN) Charm Person (1st) Friends (1st) Hypnotism (1st) Scatterspray (1st) Sleep (1st) Taunt (1st) Bind (2nd) Deeppockets (2nd) *AL* Forget (2nd) Ray of Enfeeblement (2nd) Scare (2nd) Tashas Uncontrollable Hideous Laughter (2nd) Dire Charm (3rd) Hold Person (3rd)
Suggestion (3rd) Waves of Weariness (3rd) Charm Monster (4th) Confusion (4th) Emotion (4th) Enchanted Weapon (4th) Fire Charm (4th) Fumble (4th) Leomunds Secure Shelter (4th) *AL* Magic Mirror (4th) *D* Chaos (5th) Domination (5th) Fabricate (5th) *AL* Feeblemind (5th) Hold Monster (5th) Leomunds Lamentable Belaborment (5th) *EV* Enchant an Item (6th) *IN* Evebite (6th) *IL* Geas (6th) Guards and Wards (6th) *AL,EV* Mass Suggestion (6th) Charm Plants (7th) Shadow Walk (7th) *IL* Antipathy/Sympathy (8th) Binding (8th) *EV* Demand (8th) *EV* Mass Charm (8th) Ottos Irresistible Dance (8th) Sink (8th) *AL* Dismind (9th) Mordenkainens Disjunction (9th) *AL* Succor (9th) *AL* Virus Charm (9th) Divination, Lesser (D) Detect Magic (1st) Detect Undead (1st) *N* Identify (1st) Know School (1st) Read Magic (1st) Detect Evil (2nd) Detect Invisibility (2nd) ESP (2nd) Know Alignment (2nd) Locate Objects (2nd) Clairaudience (3rd) Clairvoyance (3rd) Divination, Greater (D) Detect Scrying (4th) Magic Mirror (4th) *EN* Contact Other Plane (5th) False Vision (5th) Legend Lore (6th) True Seeing (6th) Vision (7th) Screen (8th) *IL* Foresight (9th) Illusion/Phantasm (IL) Audible Glamer (1st) Change Self (1st) Nystuls Magic Aura (1st) Phantasmal Force (1st) Spook (1st) Ventriloquism (1st) Blindness (2nd) Blur (2nd) Deafness (2nd) Fools Gold (2nd) *AL* Hypnotic Pattern (2nd) Improved Phantasmal Force (2nd) Invisibility (2nd) Leomunds Trap (2nd) Mirror Image (2nd) Misdirection (2nd) Whispering Wind (2nd) *AL* Illusionary Script (3rd) Invisibility, 10 radius (3rd) Laerals Dancing Dweomer (3rd) Nightscar (3rd) Phantom Steed (3rd) *CS* Spectral Force (3rd) Wraithform (3rd) *AL* Encrypt (4th) Fear (4th) Hallucinatory Terrain (4th) Illusionary Wall (4th) Improved Invisibility (4th) Minor Creation (4th) Phantasmal Killer (4th) Plague (4th) Rainbow Pattern (4th) *AL* Shadow Monsters (4th) Vacancy (4th) *AL* Advanced Illusion (5th) Demi-Shadow Monsters (5th) Disguise Undead (5th) *N* Dream (5th) *IN* Major Creation (5th) Seeming (5th) Shadow Door (5th) Shadow Magic (5th) Demi-Shadow Magic (6th) Eyebite (6th) *EN* Mirage Arcana (6th) *AL* Mislead (6th) Permanent Illusion (6th) Programmed Illusion (6th) Project Image (6th) *AL* Shades (6th) Veil (6th) Mass Invisibility (7th) Sequester (7th) *AB* Shadow Walk (7th) *EN* Simulacrum (7th) Screen (8th) l D* Weird (9th) Invocation/Evocation (IN) Alarm (1st) *AB* Cantrip (1st) Magic Missile (1st) Shield (1st) Snillocs Snowball (1st) Tensers Floating Disc (1st) Wall of Fog (1st) Agannazars Scorcher (2nd) Decastave (2nd) Flaming Sphere (2nd) Flying Fist (2nd) Snillocs Snowball Swarm (2nd) Stinking Cloud (2nd) Web (2nd) Fireball (3rd) Lightning Bolt (3rd) Melfs Minute Meteors (3rd) *AL* Dig (4th) Fire Shield (4th) *AL* Fire Trap (4th) *AB* Ice Storm (4th) Otilukes Resilient Sphere (4th) *AL* Shout (4th) Spectral Wings (4th) Thunderlance (4th) Wall of Fire (4th) Wall of Ice (4th) Wall of Sand (4th) Watchware (4th) Bigbys Interposing Hand (5th) Cloudkill (5th) Cone of Cold (5th) Dream (5th) *IL* Leomunds Lamentable Belaborment (5th) *EN* Prespers Moonbow (5th) Sending (5th) Snillocs Major Missile (5th) Wall of Force (5th) Wall of Iron (5th) Wall of Stone (5th) 149 Bigbys Forceful Hand (6th) Blade of Doom Chain Lightning (6th) Contingency (6th) Death Fog (6th) *AL* Enchant an Item (6th) *EN* Guards and Wards (6th) *EN, AL* Otilukes Freezing Sphere (6th) *AL* Tensers Transformation (6th) *AL* Bigbys Grasping Hand (7th) Delayed Blast Fireball (7th) Forcecage (7th) Limited Wish (7th) *CS* Mordenkainens Sword (7th) Spectral Guard (7th) Bigbys Clenched Fist (8th) Binding (8th) *EN* Demand (8th) *EN* Great Shout (8th) Incendiary Cloud (8th) *AL* Otilukes Telekinetic Sphere (8th) *AL* Sunburst (8th) Astral Spell (9th) Bigbys Crushing Hand (9th) Elminsters Evasion (9th) Energy Drain (9th) *N* Meteor Swarm (9th) Necromancy (N) Chill Touch (1st) Corpselight (1st) *AL* Detect Undead (1st) *D* Cloak Undead (2nd) Spectral Hand (2nd) Undead Mount (2nd) Feign Death (3rd) Hold Undead (3rd) Mummy Touch (3rd) Paralyze (3rd) Revenance (3rd) Skull Watch (3rd) Vampiric Touch (3rd) Beltyns Burning Blood (4th) Contagion (4th) Enervation (4th) Spendelards Chaser (4th) Animate Dead (5th) Disguise Undead (5th) *IL* Improved Skull Watch (5th) Magic Jar (5th) Nulathoes Ninemen (5th) Summon Shadow (5th) *C* Death Spell (6th) Grimwalds Greymantle (6th) Imbue Undead with Spell Ability (6th) Lich Touch (6th) Reincarnation (6th) Teleport Dead (6th) *AL* Control Undead (7th) Finger of Death (7th) The Simbuls Synostodeomer (7th) *AL* Clone (8th) Death Link (8th) Energy Drain (9th) *EV* Undead Mastery (9th) Ambraddon of Iriaebor
(Reversed spells are in parentheses.) 1st Level Affect Normal Fires Alarm Armor Audible Glamer Burning Hands Cantrip Catapult Change Self Charm Person Chill Touch Color Spray Comprehend Languages (Confuse Languages) Corpselight Dancing Lights Detect Magic Detect Undead Enlarge (Reduce) Erase Feather Fall Find Familiar Friends Gaze Reflection Grease Hold Portal Hypnotism Identify Jump Know School Light Magic Missile Mending Message Mount Nystuls Magic Aura Phantasmal Force Protection from Evil (Protection from Good) Read Magic Scatterspray Shield Shocking Grasp Sleep Snillocs Snowball Spider Climb Spook Taunt Tensers Floating Disc Unseen Servant Ventriloquism Wall of Fog Wizard Mark 2nd Level Agannazars Scorcher Alter Self Bind Bladethirst Blindness Blur Cloak From Undead Cloak Undead Continual Light Darkness, 15 radius Deafness Decastave Deeppockets Detect Evil (Detect Good) Detect Invisibility ESP Flaming Sphere Flying Fist Fog Cloud Fools Gold Forget Ghost Pipes Glitterdust Hypnotic Pattern Improved Phantasmal Force Invisibility Irritation Knock (Lock) Know Alignment (Undetectable Alignment) Leomunds Trap Levitate Locate Object (Obscure Object) Magic Mouth Melfs Acid Arrow Mirror Image Misdirection Protection From Cantrips Pyrotechnics Quimbys Enchanting Gourmet Ray of Enfeeblement Rope trick Scare Shatter Snillocs Snowball Swarm Spectral Hand Stinking Cloud Strength Summon Swarm Tashas Uncontrollable Hideous Laughter Undead Mount Vocalize Web Whispering Wind Wizard Lock 3rd Level Blacklight Blink Clairaudience Clairvoyance Delude Dire Charm Dispel Magic Dispel Silence Explosive Runes Feign Death Fireball Flame Arrow Fly Ghost Armor Gust of Wind Haste Hold Person Hold Undead Hold Vapor Icelance Illusionary Script Infravision Invisibility, 10 radius Item Leomunds Tiny Hut Lightning Bolt 150 Melfs Minute Meteors Monster Summoning I Mummy Touch Nchasers Glowing Globe Nightscar Non-Detection Paralyze Phantom Steed Proof from Teleportation Protection from Evil, 10 Radius (Protection from Good, 10 radius) Protection from Normal Missiles Revenance Secret Page Sepia Snake Sigil Skull Watch Slow Spectral Force Suggestion Tongues (Tangletongue) Vampiric Touch Ward Against Undead Water Breathing (Air Breathing) Waves of Weariness Wind Wall Wraithform 4th Level Spells Beltyns Burning Blood Caligardes Claw Charm Monster Confusion Contagion Detect Scrying Dig Dimension Door Emotion Enchanted Weapon Encrypt Enervation Evards Black Tentacles Extension I Fear Fire Charm Fire Gate Fire Shield Fire Trap Fumble Hallucinatory Terrain Ice Storm Illusionary Wall Improved Invisibility Ilyykurs Mantle Leomunds Secure Shelter Magic Mirror Massmorph Minor Creation Minor Globe of Invulnerability Missile Mastery Monster Summoning II Otilukes Resilent Sphere Phantasmal Killer Phase Trap Plague Plant Growth Polymorph Other Polymorph Self Rainbow Pattern Rarys Mnemonic Enhancer Remove Curse
(Bestow Curse) Shadow Monsters Shout Solid Fog Spectral Wings Spendelards Chaser Stoneskin Thunderlance Vacancy Wall of Fire Wall of Ice Wall of Sand Watchware Wizard Eye 5th Level Spells Advanced Illusion Airy Water Animal Growth (Shrink Animal) Animate Dead Avoidance (Attraction) Bigbys Interposing Hand Bowgentles Fleeting Journey Chaos Cloudkill Cone of Cold Conjure Elemental Contact Other Plane Demi-Shadow Monsters Disguise Undead Dismissal Distance Distortion Domination Dream (Nightmare) Extension II Fabricate False Vision Feeblemind Hold Monster Improved Skull Watch Ironguard Leomunds Lamentable Belaborment Leomunds Secret Chest Magic Jar Major Creation Monster Summoning III Mordenkainens Faithful Hound Nulathoes Ninemen Passwall Prespers Moonbow Secure Seeming Sending Shadow Door Shadow Magic Shroud of Flame Snillocs Major Missile Stone Shape Summon Shadow Telekinesis Teleport Transmute Rock to Mud (Transmute Mud to Rock) Wall of Force Wall of Iron Wall of Stone 6th Level Anti-Magic Shell Bigbys Forceful Hand Blade of Doom Chain Lightning Conjure Animals Contingency Control Weather Death Fog Death Spell Demi-Shadow Magic Disintegrate Enchant an Item Ensnarement Extension III Eyebite Geas Glassee Globe of Invulnerability Grimwalds Greymantle Guards and Wards Imbue Undead with Spell Ability Invisible Stalker Legend Lore Lich Touch Lower Water (Raise Water) Mass Suggestion Mirage Arcana Mislead Monster Summoning IV Mordenkainens Lucubration Move Earth Otilukes Freezing Sphere Part Water Permanent Illusion Power Word: Silence Programmed Illusion Project Image Reconstruction Reincarnation Repulsion Shades Stone to Flesh (Flesh to Stone) Teleport Dead Tensers Transformation Transmute Water to Dust (Transmute Dust to Water) True Seeing Turnshadow Veil 7th Level Spells Banishment Bigbys Grasping Hand Charm Plants Control Undead Delayed Blast Fireball Drawmijs Instant Summons Duo-Dimension Finger of Death Forcecage Gemjump Khelbens Warding Whip Limited Wish Mass Invisibility Monster Summoning V Mordenkainens Magnificent Mansion Mordenkainens Sword Phase Door Power Word, Stun Prismatic Spray Reverse Gravity 151 Ruby Ray of Reversal Sequester Shadow Walk Simulacrum Spectral Guard Spelltrap Spell Turning Statue Teleport Without Error The Simbuls Synostodweomer Vanish Vision 8th Level Antipathy/Sympathy Bigbys Clenched Fist Binding Clone Deathlink Demand Gateway Glasteel Great Shout Incendiary Cloud Mass Charm Maze Mind Blank Monster Summoning VI Otilukes Telekinetic Sphere Ottos Irresistable Dance Permanency Polymorph Any Object Power Word, Blind Prismatic Wall Screen Sertans Spell Immunity Sink Spell Engine Sunburst Symbol Trap the Soul 9th Level Astral Spell Bigbys Crushing Hand Crystalbrittle Dismind Elminsters Effulgent Epuration Elminsters Evasion Energy Drain Foresight Gate Imprisonment (Freedom) Meteor Swarm Monster Summoning VII Mordenkainens Disjunction Power Word, Kill Prismatic Sphere Shape Change Spellstrike Spell Invulnerability Succor (Reverse Succor) Temporal Stasis (Temporal Reinstatement) Time Stop Undead Mastery Virus Charm Weird Wish Worldwalk
The following tables list all wizard spells, broken down by frequency: common, uncommon, and rare. When randomly filling a particular scroll or spellcasters spell list, determine the spells level, then use the Frequency Table, then the appropriate subtable. 1st Level Spells Common 1 Affect Normal Fires 2 Burning Hands 3 Change Self 4 Charm Person 5 Detect Magic 6 Enlarge 7 Reduce (Enlarge) 8 Feather Fall 9 Friends 1 0 Hold Portal 11 Light 12 Magic Missile 1 3 Phantasmal Force 1 4 Protection from Evil 1 5 Protection from Good (Protection from Evil) 1 6 Read Magic 17 Shield 1 8 Shocking Grasp 1 9 Sleep 20 Wall of Fog 3rd Level Spells Common 1 Blink 2 Dispel Magic 3 Dispel Silence 4 Explosive Runes 5 Fireball 6 Fly 7 Haste 8 Hold Person 9 Infravision 10 Invisibility, 10' radius 1 1 Lightning Bolt 12 Paralyze 13 Protection from Evil, 10' radius 14 Protection from Good, 10' radius (Protection/Evil) 15 Protection from Normal Missiles 1 6 Slow 1 7 Spectral Force 18 Suggestion 19 Tongues 20 Waterbreathing Uncommon 1 Alarm 2 Armor 3 Cantrip 4 Catapult 5 Color Spray 6 Comprehend Languages 7 Confuse Languages (Comprehend Languages) 8 Dancing Lights 9 Detect Undead 10 Erase 11 Gaze Reflection 1 2 Grease 13 Hypnotism 1 4 Identify 1 5 Jump 1 6 Mending 17 Scatterspray 1 8 Spider Climb 1 9 Taunt 2 0 Unseen Servant Rare 1 Audible Glamer 2 Chill Touch 3 Corpselight 4 Find Familiar 5 Know School 6 Message 7 Mount 8 Nystuls Magic Aura 9 Snillocs Snowball 1 0 Spook 11 Tensers Floating Disk 1 2 Ventriloquism 1 3 Wizard Mark 14-20 Roll again, or DMs choice. Common spells are those found most often in everyday adventuring: the standard collection of useful offensive and protective magics. Uncommon spells are more suited to specialized circumstances or in nonhostile situations. Rare spells are those which have not come into full and common usage because of their novelty, and include a 2nd Level Spells Common 1 Continual Light 2 Darkness, 15 radius 3 Detect Evil 4 Detect Good (Detect Evil) 5 Detect Invisibility 6 Flaming Sphere 7 Improved Phantasmal Force 8 Invisibility 9 Knock 1 0 Lock (Knock) 11 Know Alignment 1 2 Levitate 1 3 Locate Object 1 4 Mirror Image 1 5 Pyrotechnics 1 6 Scare 1 7 Stinking Cloud 1 8 Strength 19 Web 20 Wizard Lock Uncommon 1 Alter Self 2 Bind 3 Blindness 4 Blur 5 Deafness 6 ESP 7 Flying Fist 8 Fog Cloud 9 Forget 1 0 Hypnotic Pattern 1 1 Irritation 1 2 Undetectable Alignment (Detect Alignment) 1 3 Obscure Object (Locate Object) 1 4 Magic Mouth 1 5 Misdirection 1 6 Ray of Enfeeblement 1 7 Rope Trick 1 8 Shatter 1 9 Summon Swarm 20 Vocalize Rare 1 Agannazars Scorcher 2 Bladethirst 3 Cloak from Undead 4 Cloak Undead 5 Decastave 6 Deeppockets 7 Fools Gold 8 Ghost Pipes 9 Glitterdust 10 Leomunds Trap 1 1 Melfs Acid Arrow 1 2 Protection from Cantrips 13 Quimbys Enchanting Gourmet 1 4 Snillocs Snowball Swarm 1 5 Spectral Hand 1 6 Tashas Uncontrollable Hideous Laughter 1 7 Undead Mount 1 8 Whispering Wind 19-20 Roll again or DMs Choice 152 great number of personalized spells (those still named after the specific wizards who researched them). There could be additional categories of Very Rare or Unique spells (those newly created or found only in one ancient textbook), but these should be placed by the DM as specific treasures. Uncommon 1 Clairaudience 2 Clairvoyance 3 Delude 4 Flame Arrow 5 Ghost Armor 6 Gust of Wind 7 Icelance 8 Item 9 Monster Summoning I 1 0 Mummy Touch 1 1 Non-Detection 12 Phantom Steed 13 Sepia Snake Sigil 1 4 Skull Watch 15 Tangletongue (Tongues) 1 6 Ward Against Undead 17 Waves of Weariness 1 8 Airbreathing (Waterbreathing) 1 9 Wind Wall 2 0 Wraithform Rare 1 Blacklight 2 Dire Charm 3 Feign Death 4 Hold Undead 5 Hold Vapor 6 Illusionary Script 7 Leomunds Tiny Hut 8 Melfs Minute Meteors 9 Nchasers Glowing Globe 1 0 Nightscar 1 1 Proof From Teleportation 1 2 Revenance 13 Secret Page 14 Vampiric Touch 15-20 Roll Again, or DMs choice. RANDOM SPELL FREQUENCY TABLE 01-75 Common 76-90 Uncommon 91-00 Rare 4th level Spells Common 1 Charm Monster 2 Confusion 3 Dimension Door 4 Enchanted Weapon 5 Fear 6 Fire Shield 7 Fumble 8 Ice Storm 9 Improved Invisibility 1 0 Magic Mirror 1 1 Minor Creation 1 2 1 3 1 4 1 5 1 6 1 7 1 8 1 9 2 0 Minor Globe of Invulnerability Polymorph Other Polymorph Self Remove Curse Shout Stoneskin Wall of Fire Wall of Ice Wizard Eye Uncommon 1 Contagion 2 Dig 3 Emotion 4 Enervation 5 Extension I 6 Fire Charm 7 Fire Trap 8 Illusionary Wall 9 Massmorph 1 0 Missile Mastery 1 1 Monster Summoning II 12 Plague 1 3 Rainbow Pattern 1 4 Bestow Curse (Remove Curse) 1 5 Shadow Monsters 1 6 Solid Fog 1 7 Spectral Wings 1 8 Thunderlance 1 9 Vacancy 20 Wall of Sand Rare 1 Beltyns Burning Blood 2 Caligardes Claw 3 Detect Scrying 4 Encrypt 5 Evards Black Tentacles 6 Fire Gate 7 Hallucinatory Terrain 8 Ilyykurs Mantle 9 Leomunds Secure Shelter 1 0 Otilukes Resilient Sphere 1 1 Phantasmal Killer 1 2 Phase Trap 1 3 Plant Growth 1 4 Rarys Mnemonic Enhancer 1 5 Spendelards Chaser 1 6 Watchware 17-20 Roll Again or DMs Choice
5th Level Spells 6th Level Spells Common 1 Animate Dead 2 Cloudkill 3 Cone of Cold 4 Conjure Elemental 5 Contact Other Plane 6 Domination 7 Fabricate 8 Feeblemind 9 Hold Monster 1 0 Major Creation 1 1 Passwall 1 2 Sending 1 3 Stone Shape 1 4 Telekinesis 15 Teleport 16 Transmute Rock to Mud 1 7 Transmute Mud to Rock (Transmute Rock to Mud) 1 8 Wall of Force 1 9 Wall of Iron 2 0 Wall of Stone Common 1 Anti-Magic Shell 2 Conjure Animals 3 Control Weather 4 Death Spell 5 Disintegrate 6 Geas 7 Globe of Invulnerability 8 Guards and Wards 9 Invisible Stalker 1 0 Legend Lore 11 Mass Suggestion 1 2 Mislead 1 3 Part Water 1 4 Project Image 1 5 Reconstruction 1 6 Reincarnation 1 7 Repulsion 1 8 Stone to Flesh 1 9 Flesh to Stone 20 True Seeing Uncommon 1 Advanced Illusion 2 Airy Water 3 Animal Growth 4 Avoidance 5 Attraction (Avoidance) 6 Chaos 7 Demi-Shadow Monsters 8 Disguise Undead 9 Dream 10 Nightmare (Dream) 11 Extension II 1 2 False Vision 1 3 Improved Skull Watch 1 4 Ironguard 1 5 Magic Jar 1 6 Monster Summoning III 1 7 Secure 18 Seeming 19 Shadow Door 2 0 Shadow Magic Uncommon 1 Blade of Doom 2 Chain Lightning 3 Contingency 4 Death Fog 5 Demi-Shadow Magic 6 Extension III 7 Eyebite 8 Glassee 9 Lich Touch 1 0 Lower Water 11 Raise Water (Lower Water) 12 Mirage Arcana 1 3 Monster Summoning IV 1 4 Move Earth 1 5 Power Word: Silence 1 6 Programmed Illusion 1 7 Shades 1 8 Transmute Water to Dust 1 9 Transmute Dust to Water (Transmute Water to Dust) 2 0 Veil Rare Rare 1 Shrink Animal (Animal Growth) 2 Bigbys Interposing Hand 3 Bowgentles Fleeting Journey 4 Dismissal 5 Distance Distortion 6 Leomunds Lamentable Belaborment 7 Leomunds Secret Chest 8 Mordenkainens Faithful Hound 9 Nulathoes Ninemen 1 0 Prespers Moonbow 1 1 Shroud of Flame 1 2 Snillocs Major Missile 13 Summon Shadow 14-20 Roll Again or DMs Choice 1 Bigbys Forceful Hand 2 Enchant an Item 3 Ensnarement 4 Grimwalds Greymantle 5 Imbue Undead with Spell Ability 6 Mordenkainens Lucubration 7 Otilukes Freezing Sphere Permanent Illusion Teleport Dead Tensers Transformation Turnshadow Roll again or DMs Choice 8 9 1 0 1 1 1 2 7th Level Spells Common 1 Control Undead 2 Delayed Blast Fireball 3 Finger of Death 4 Forcecage 5 Mass Invisibility 6 Phase Door 7 Power Word, Stun 8 Prismatic Spray 9 Spell Turning 1 0 Teleport Without Error Uncommon 1 Banishment 2 Charm Plants 3 Gemjump 4 Monster Summoning V 5 Reverse Gravity 6 Sequester 7 Shadow Walk 8 Spectral Guard 9 Spelltrap 1 0 Statue 11 Vanish 12 Vision Rare 153 1 Bigbys Grasping Hand 2 Drawmijs Instant Summons 3 Duo-Dimension 4 Khelbens Warding Whip 5 Limited Wish 6 Mordenkainens Magnificent Mansion Mordenkainens Sword Ruby Ray of Reversal Simulacrum The Simbuls Synostodweomer 7 8 9 1 0 8th Level Spells 1 2 3 4 5 6 7 8 9 1 0 Common Antipathy-Sympathy Gateway Glassteel Incendiary Cloud Mass Charm Mind Blank Polymorph Any Object Power Word, Blind Prismatic Wall Symbol Uncommon 1 Binding 2 Clone 3 Deathlink 4 Demand 5 Great Shout 6 Maze 7 Monster Summoning VI 8 Screen 9 Sink 1 0 Sunburst Rare 1 Bigbys Clenched Fist 2 Otilukes Telekinetic Sphere 3 Ottos Irresistible Dance 4 Permanency 5 Sertans Spell Immunity 6 Spell Engine 7 Trap the Soul 8 Roll again or DMs Choice 9th Level Spells Common 1 Astral Spell 2 Energy Drain 3 Gate 4 Imprisonment 5 Meteor Swarm 6 Power Word, Kill 7 Prismatic Sphere 8 Shape Change 9 Succor 1 0 Time Stop Uncommon 1 Cystalbrittle 2 Dismind 3 Foresight 5 Freedom (Imprisonment) 6 Monster Summoning VII 7 Reversed Succor 8 Temporal Stasis 9 Undead Mastery 1 0 Worldwalk Rare 1 2 3 4 5 6 7 8 9 1 0 Bigbys Crushing Hand Elminsters Effulgent Epuration Elminsters Evasion Mordenkainens Disjunction Spellstrike Spell Invulnerability Temporal Reinstatement (Temporal Stasis) Virus Charm Weird Wish
All FORGOTTEN REALMS products published by TSR Inc. up to the time of this printing (March 1990) are listed below. Boxed Sets FORGOTTEN REALMS Campaign Set; Ed Greenwood and Jeff Grubb; 2 96-page books, 4 full-color maps, plastic measuring overlay; 1987. This is the original item that introduced the Forgotten Realms as an AD&D® product. FORGOTTEN REALMS City System; Jeff Grubb and Ed Greenwood; 32-page book, 12(!) full-color maps (a rocs-eye view of the city of Waterdeep, a 3-D plan of Castle Waterdeep, and 10 adjoining maps showing all of the city of Waterdeep at the scale of 1 inch = 100 feet (1:1200)); 1988. Adventures and Accessories FR1, Waterdeep and the North; Ed Greenwood; 64-page book, full-color map, cover with gatefold; 1987. This product covers the political structure, NPCs, and everyday life in Waterdeep. FR2, Moonshae; Doug Niles; 64-page book, full-color map; 1987. This product gives complete background on the geography and climate of the Moonshaes, the Ffolk and their deities, and the political and social structure of the islands. FR3, Empires of the Sands; 64-page book, 2 full-color maps; Scott Haring; 1988. The empires of the sands are the southern lands of Amn, Tethyr, and Calimshan. Amn is a nation of wily traders and merchants; Tethyr is not properly a nation at all, but a region of chaos and anarchy with no central ruler; and Calimshan is a land of barren deserts, nomad tribes, and fantastic magic. FR4, The Magister; Ed Greenwood and Steve Perrin; 64-page book; 1988. The Magister is an encyclopedia of magical books, magical items, and magic spells unique to the Forgotten Realms. FR5, The Savage Frontier; Paul Jacquays; 64- page book, 2 full-color maps, cover with gatefold; 1988. The savage frontier is the wild, frigid land bordered by Waterdeep in the south, the Trackless Sea in the west, the great Anauroch Desert in the east, and the mountain range known as the Spine of the World in the north. It is a dangerous, violent area filled with marauding humanoids, ruined outposts, and more adventuring opportunities than a mortal can count. FR6, Dreams of the Red Wizards; Steve Perrin; 64-page book, full-color map; 1988. The Red Wizards of Thay are powerful, mysterious, and extremely dangerous. Their land along the eastern shore of the Sea of Fallen Stars is one of slavery, tyranny, and forbidden magics. FR7, Hall of Heroes; Anthology; 128-page book; 1989. This book compiles statistics and role-playing information on the most important and powerful NPCs of the Forgotten Realms, along with the most notable adventuring companies. FR8, Cities of Mystery; Dennis Kauth and Jean Rabe; 32-page book, 4 full-color city layout maps, and 33 full-color, cardboard fold-up buildings in 25 mm scale; 1989. This unique accessory allows players to create 3-D cities quickly and easily during the course of the game. The information book describes how to create an interesting, exciting city as a setting for adventure. FR9, The Bloodstone Lands; R. A. Salvatore; 64-page book, full-color map; 1989. The lands of Vaasa and Damara, wedged between the Great Glacier and the Moonsea, have been the scene of countless battles and petty wars; ripe pickings for a band of bold adventurers. FRE1, Shadowdale; Ed Greenwood; 48-page book, full-color map, cover with gatefold; 1989. The gods walk Faerun! The events of the Godswar in the neighborhood of Shadowdale, Elminsters home, are detailed in this adventure. FRE2, Tantras; Ed Greenwood; 48-page book, full-color map, cover with gatefold; 1989. The gods of strife and death have allied and established themselves at Zhentil Keep as the Godswar continues. FRE3, Waterdeep; Ed Greenwood; 48-page book, full-color map, cover with gatefold; 1989. Evil and good race across Faerun toward Waterdeep, where the final key to returning the gods to glory can be found. The Godswar concludes in this exciting adventure. REF5, Lords of Darkness; Anthology; 96 pages; 1988. Lords of Darkness is a collection of short adventures set across the Forgotten Realms, all involving the undead. They can be played individually or linked together in a campaign. FRC1, Ruins of Adventure; Breault, Cook, Ward, and Winter; 96 pages; 1988. Humanity has returned to reclaim the ruined city of Phlan, along the north shore of the Moonsea, from the monsters who overran it decades ago. This adventure is based on the popular computer game, Pool of Radiance, published by SSI. FRC2, Curse of the Azure Bonds; Jeff Grubb and George MacDonald; 96 pages; 1989. This mysterious adventure is based on the novel, Azure Bonds, and features the same characters, the human woman Alias and her saurial partner, Dragonbait. H1, Bloodstone Pass; Douglas Niles and Michael Dobson; 32-page scenario book, 24-page roster book, 104 die-cut counters, 12 sheets of cardboard fold-up buildings and characters; 1985. Bloodstone Pass details the situation in the village of Bloodstone, which is being assailed by evil humanoids. The adventure is a combination of role-playing and miniatures campaigning. H2, The Mines of Bloodstone; Michael Dobson and Douglas Niles; 48 pages, cover with gatefold; 1986. This adventure continues the story from H1, as the characters pursue the remnants of the defeated humanoid army to their underground lair. H3, The Bloodstone Wars; Dobson, Niles, and Greenwood; 32-page book, full-color map, cover with gatefold; 1987. The heroes of Bloodstone Pass find themselves in possession of the entire Barony, just in time to oppose the forces of evil sweeping across it. H4, The Throne of Bloodstone; Douglas Niles and Michael Dobson; 96-page book, full-color map; 1988. To finally end the war, the heroes must confront its ultimate evilOrcus, prince of demonsand defeat him on his own ground. This is an adventure for extremely high-level characters. Board Games The Great Khan Game; Tom Wham; 32-page book, full-color map, 120 die-cut playing pieces, 162 playing cards; 1989. This is a whimsical 154 board/card game of conquest and intrigue set in the Whamite Isles, several tiny specks of land in the Sea of Fallen Stars. Players try to direct the fortunes of nations to amass the most power before the Historian draws events to a close. Oriental Adventures Kara-Tur, the Eastern Realms; Batista, Christian, Nephew, Swan, and Pondsmith; 2 96-page books, 4 full-color maps, 2 plastic measuring overlays; 1988. These two volumes detail the oriental realm of Kara-Tur, an exotic land of samurai, martial artists, and warrior monks. OA1, Swords of the Daimyo; David Cook; 2 32-page books, full-color map, cover with gatefold; 1986. This accessory outlines the island of Kozakura, with extensive detail on the province of Miyama. OA2, Night of the Seven Swords; Pickens, Cook, Johnson, Swan, Carmien, and Ritchie; 48 pages, cover with gatefold; 1986. Four linked adventures set in Maeshi province draw the characters into a web of intrigue and violence. OA3, Ochimo, the Spirit Warrior; Jeff Grubb; 48 pages, cover with gatefold; 1987. Spirits haunt the ruins of an ancient island temple, threatening to drive the islanders to ruin. OA4, Blood of the Yakuza; David Cook; 48- page book, full-color map, cover with gatefold; 1987. This supplement provides a detailed campaign background on the port city of Nakamaruits factions, clans, secret societies, and leading characters. OA5, Mad Monkey vs. the Dragon Claw; Jeff Grubb; 64 pages; 1988. An evil cult of martial artists is destroying temples throughout Tu Lung. Only Mad Monkey has their secret. OA6, Ronin Challenge; Rick Swan and Curtis Smith; 96-page book, full-color map; 1990. A group of samurai venture into the mountains of the jungle lands in pursuit of an army, but instead find something no one expected. OA7, Test of the Samurai; Rick Swan; 96-page book, full-color map, cover with gatefold; 1989. Test of the Samurai carries adventurers to the southern tip of Wa in search of the reason behind a series of mysterious events. Could the Celestial Bureaucracy itself be involved? Novels The Moonshaes Trilogy; Darkwalker on Moonshae, Black Wizards, and Darkwell; Douglas Niles. The Beast has risen! The Icewind Dale Trilogy; The Crystal Shard, Streams of Silver, The Halflings Gem; R. A. Salvatore. A dark elf, a barbarian, and a dwarf team up to combat the force of evil. The Avatar Trilogy; Shadowdale, Tantras, Waterdeep; Richard Awlinson. The gods walk Faerun! Finders Stone Trilogy; Azure Bonds, Wyverns Spur, and an unnamed conclusion; Kate Novak and Jeff Grubb. The warrior-woman Alias seeks the reason for the swirling tattoos on her arms, and perhaps the secret of her existence. Spellfire; Ed Greenwood. An undead dragon threatens the realms, and only the mysterious spellfire can stop it. Pool of Radiance; James Ward and Jane Cooper. Humans battle humanoids to reclaim the ruined city of Phlan.